Mists of Pandaria: Inscription Overview (Updated for 5.2)

This guide takes a look at additions and changes to Inscription in Mists of Pandaria. We've listed all the glyphs below, unique shoulder enchants, epic weapons, and Darkmoon Faire items that come with the profession.

In addition, shoulder enchants in general are not tied to a reputation grind like Therazane. It was revealed by Ghostcrawler during MoP's beta that scribes will be responsible for making shoulder enchants for all players.

Charred Glyph: Reduces the cooldown of your Icebound Fortitude by 50%, but also reduces its duration by 75%. Increases your movement speed by 15% while is active. This does not stack with other movement-speed increasing effects.

Charred Glyph: When you kill an enemy that yields experience or honor, while in Frost or Unholy Presence, your next Death Strike within 15 sec is free and will restore at least 20% of your maximum health. Old: Your next Death Strike performed while in Frost or Unholy Presence, within 15 sec after killing an enemy that yields experience or honor, will restore at least 20% of your maximum health.

Charred Glyph: Your Death Coil spell is now usable on all allies. When cast on a non-undead ally, Death Coil shrouds them with a protective barrier that absorbs up to 16 damage. Old: Increases the damage or healing done by Death Coil by 15%.

Charred Glyph: Your and abilities now also slow the movement speed of their victims by 50%. Old: Your ability now also slows the movement speed of its victims by 50%.

Charred Glyph: When Innervate is cast on a friendly target other than the caster, the caster will gain 10% of maximum mana over 10 sec.

Charred Glyph: While not in Tree of Life Form, casting Lifebloom on a new target grants that target as many applications as the old target had. Old: Increases the critical effect chance of your Lifebloom by 10%.

Charred Glyph: Increases the critical strike chance of your Regrowth by 40%, but removes the periodic component of the spell. Old: Your Regrowth heal-over-time will automatically refresh its duration on targets at or below 50% health.

Glyph of Starfire: Your Starfire ability increases the duration of your Moonfire effect on the target by 3 sec, up to a maximum of 9 additional seconds. Only functions on the target with your most recently applied Moonfire.

Charred Glyph: Increases the amount your absorbs by 10%, but your can only absorb magical damage.

Charred Glyph: Teaches you the spell . Your Ox Statue stirs hatred in the target, reducing their movement speed by 50% and causing them to attack your Black Ox Statue for 8 sec. The statue must be within 40 yards of the target.

New! Charred Glyph: Your Counterspell can now be cast while casting or channeling other spells, but its cooldown is increased by 4 sec.

Charred Glyph: Your spell no longer has a global cooldown, but its duration is reduced by 1 sec. Your deals 20% additional damage.

Charred Glyph: Your Evocation ability also causes you to regain 60% of your health over its duration. With the talent, you instead gain 10% of your health upon completing an Evocation. With the Rune of Power talent, you gain 1% of your health per second while standing in your Rune of Power. Your Evocation ability also causes you to regain 40% of your health over its duration.

Charred Glyph: Reduces the cast time of Flurry by .5 sec. Increases the damage done by your Flurry by 15% and your Flurry now deals 3% additional damage over 12 sec, stacking up to 3 times, but no longer reduces the victim's movement speed.

Charred Glyph: Your Polymorph spell also removes all damage over time effects from the target.

New! Charred Glyph: Increases the damage you deal by 10% for 10 sec after you successfully remove a curse.

Charred Glyph: Your Arcane Blast spell applies the Slow spell to any target it damages if no target is currently affected by your Slow. Old: Increases the range of your Slow spell by 5 yards.

New! Charred Glyph: Spellsteal now also heals you for 3% of your maximum health when it successfully steals a spell. Old: Spellsteal now also heals you for 10% of your maximum health when it successfully steals a spell.

New! Charred Glyph: Increases the health of your Water Elemental by 40%, and allows it to cast while moving. When in Assist mode and in combat, commanding your Water Elemental to Follow will cause it to stay near you and autocast Waterbolt when your target is in range.

Charred Glyph: Your Word of Glory can now also be used on enemy targets, causing Holy damage approximately equal to the amount it would have healed. Does not work with Eternal Flame.Old: Reduces the mana cost of your Crusader Strike by 30%.

New! Charred Glyph: Using melee attacks while using heals a nearby injured friendly target, excluding the Paladin, within 30 yards for 10 percent of damage dealt.

Charred Glyph: Reduces the casting time of your spell by 100%, but increases the cooldown by 8 sec.

Charred Glyph: Increases your damage by 3% for 6 sec after you cast . Old: Increases the healing done by by 10%.

Minor Glyphs

Charred Glyph: Your Judgment spell depicts an axe or sword instead of a hammer, if you have an axe or sword equipped.

New! Charred Glyph: Allows you a moment of peace as you kneel in quiet contemplation to ponder the nature of the Light.

Charred Glyph: Causes an explosion of holy light around the caster, causing 307 to 356 Holy damage to all enemy targets within 10 yards and healing up to 5 targets within 10 yards for 2373 to 2756. Healing is divided among the number of targets healed. These effects cause no threat. Old: Reduces the global cooldown of your Holy Nova by 0.5 sec.

Charred Glyph: Increases the total amount of charges of your by 2. Old: Increases the total amount of charges of your by 5.

New! Charred Glyph: Transforms your into a Lightwell. Creates a Holy Lightwell. Every 5 sec the Lightwell will attempt to heal party and raid members lower than 50% health for 5735 over 6 sec. Attacks done to the target equal to 30% of your total health will cancel the effect. Lightwell lasts for 3 min or until 15 heals are expended.

New! Charred Glyph: Your Shadow Word: Death can now be cast at any time, but deals 25% damage against targets above 20% health. Casting Shadow Word: Death now also does damage to you equivalent to the damage it would do to an enemy above 20% health.

Charred Glyph: Your Hemorrhage ability only causes lingering damage over time to targets that were already afflicted by a Bleed effect. Old: Your Hemorrhage ability also causes the target to bleed, dealing 40% of the direct strike's damage over 24 sec.

Charred Glyph: Increases the cooldown of your Kick ability by 4 sec, but this cooldown is reduced by 6 sec when your Kick successfully interrupts a spell.

Charred Glyph: Increases the mana generated reactively by your Water Shield when you are attacked by 50%, but reduces the passive mana generation by 15%. Old: Increases the passive mana regeneration of your spell by 50%.

New! Charred Glyph: Increases the school lockout duration of Wind Shear by 1 sec, but also increases the cooldown by 3 sec.

Charred Glyph: Removes the knockback effect from your Thunderstorm spell. Old: Increases the mana you receive from your Thunderstorm spell by 2%, but it no longer knocks enemies back or reduces their movement speed.

New! Charred Glyph: When you cast a totem spell, you also place unempowered totems for any elements that are not currently active. These totems have 5 health and produce no other effects.

Charred Glyph: Drain Soul restores 20% of your total health after you kill a target that yields experience or honor. Restores 20% of your total health after you kill a target in Demon Form that yields experience or honor. Restores 20% of your total health after you kill a target with Chaos Bolt or Shadowburn that yields experience or honor.

New! Charred Glyph: You imbue yourself with demonic energies, reducing physical damage taken by 13.85%, reduces magic damage taken by 15%, and allows the use of various demonic abilities. In addition, Soulshatter becomes Provocation which taunts your target, Twilight Ward becomes Fury Ward which will absorb all schools of damage, Shadow Bolt becomes Demonic Slash, and Fear becomes Sleep.

New! Charred Glyph: Improves your demon's special abilities: Reduces your Imp's Firebolt cast time by 50%. Increases your Voidwalker's total health by 20%. Your Succubus's Seduction ability also removes all damage over time effects from the target. When your Felhunter uses Devour Magic, you will also be healed for that amount. Increases the number of targets hit by your Felguard's Legion Strike by 1.

Charred Glyph: Your Shadowflame slow is increased to 10% but Hand of Gul'dan no longer has charges. Old: Your Shadowflame also applies a 50% movement speed slow to its victims, but Metamorphosis no longer reduces the duration of Stuns or Snares. / Your Shadowflame also applies a 70% movement speed slow to its victims.

Charred Glyph: Your Eye of Kilrogg is no longer stealthed and can now place your Demonic Circle. In addition, the movement speed of your Eye of Kilrogg is increased by 50% and allows it to fly in areas where flying mounts are enabled. Old: Increases the movement speed of your Eye of Kilrogg by 50% and allows it to fly in areas where flying mounts are enabled.

New! Charred Glyph: If you use while falling, you slam into the ground rapidly and will not die from falling damage.

Glyph of Corruption: Your Corruption spell has a 4% chance to cause you to enter a Shadow Trance state after damaging the opponent. The Shadow Trance state reduces the casting time of your next Shadow Bolt spell by 100%.

Charred Glyph: Increases the damage and cooldown of Thunder Clap by 50%. Old; Reduces the damage of your Thunder Clap by 10%, but increases the duration of its Weakened Blows effect by 20%. / Reduces the rage cost of your Thunder Clap ability by 5.

Comments

Comment by akilleuss

Shoulder enchants we make for all players great idea better if they require lvl 20 and added a crit and stam enchant every 10 lvls until lvl 70 we would find this great while lvling toons

Comment by Grrowler

on 2012-06-13T10:09:49-05:00

They are ruining my shaman with the new glyphs. Reducing the damamge of my wolves, reducing the speed of my ghost wolf(granted about time we can run on water like a ghost) I don't need more heals I don't die as it is. But then removing the glyph of earth shield and quite a few glyphs having side effects that they never had before.

Comment by Sarilyn

on 2012-06-13T14:55:53-05:00

Some of these changes are just baffling. I've been playing a shaman the most recently, so... Glyph of Thunderstorm, for example -- why would anyone use that? Previously the increased mana was compensation for the loss of pushback. Now it seems rather useless. Or Glyph of Lava Lash. Thanks for killing the damage bonus and... now I get to not spread around more fiery fun times? Why would I want this, ever?

Also have no idea what it means with

When you cast a totem spell, you also place unempowered totems for any elements that are not currently active. These totems have 5 health and produce no other effects.

Yay? Just a cosmetic effect, perhaps?

In terms of my scribe, I'm not sure I like the changes at all. Selling glyphs is a competitive market but the wording here ("vendors inside the Temple of the Jade Serpent sell all your class glyphs as well!") makes it sound like selling glyphs will no longer happen. Maybe just poor wording here, or only applicable to Beta characters... or something.

Some changes look good, though -- my warlock will be happy about not having to channel Health Funnel, Falling Meteor and Glyph of Nightmares sound fun, et cetera.

Comment by Nathanyal

on 2012-06-13T15:22:14-05:00

Some of these changes are just baffling. I've been playing a shaman the most recently, so... Glyph of Thunderstorm, for example -- why would anyone use that? Previously the increased mana was compensation for the loss of pushback. Now it seems rather useless. Or Glyph of Lava Lash. Thanks for killing the damage bonus and... now I get to not spread around more fiery fun times? Why would I want this, ever?

Also have no idea what it means withWhen you cast a totem spell, you also place unempowered totems for any elements that are not currently active. These totems have 5 health and produce no other effects.

Yay? Just a cosmetic effect, perhaps?

Most, as in 99% of the glyphs, will be just used for cosmetic effects and not serve any real purpose. This goes for all classes.

Glyph of Thunderstorm: Just changed it so it no longer knocks mobs back. The mana increase isn't needed. I never had problems with mana on my Shaman while raiding DS. The extra 2% wasn't much of an increase.

Glyph of Lava Lash: Group of mobs and you have to CC some of them. Instead of not using one of you key abilities because it will break CC, use the glyph so you can use it and not break the CC. Or you can be that guy who doesn't use it and break the CC every pull because you still decide to use LL.

Characters copied over all have updated new glyphs, plus vendors inside the Temple of the Jade Serpent sell all your class glyphs as well!

This is so you can easily get the new glyphs without having to find a scribe. It is only for the beta.

Comment by Sarilyn

on 2012-06-13T16:56:05-05:00

Apologies, I was having a bit of unrelated grouchiness earlier today, so I was a bit snarkier than I should have been.

I still don't see the reason for the Thunderstorm glyph change. If the 2% is not significant, why remove it? I can now see the point of the Lava Lash, so appreciate the insight to that (something I should have thought of myself, actually).

Reassuring to know that scribes are still the only source for glyphs. One of the reasons I thought they might be (in addition to the piece I quoted) was that scribes can currently make Dust of Disappearance as well as Vanishing Powder, but those are also easily available through vendors.

Comment by Nathanyal

on 2012-06-13T18:28:39-05:00

Because if that glyph had 2% more mana than the other glyphs, it would be mandatory to take it. They didn't want that for glyphs, they wanted to make them fun or make doing something easier.

I think too many people are failing to realize this. Prime glyphs and a lot of the major glyphs that were basically mandatory are now baked into the base spell. But even if they aren´t, your dps, healing and boss encounters are being balanced around you NOT having them. If your dps was good in DS, do not think that because you lost a prime glyph that increased your main attack by 5% that suddenly you will be 5% behind every other class in MoP..

Comment by Nathanyal

on 2012-06-13T20:49:05-05:00

Because if that glyph had 2% more mana than the other glyphs, it would be mandatory to take it. They didn't want that for glyphs, they wanted to make them fun or make doing something easier.

I think too many people are failing to realize this. Prime glyphs and a lot of the major glyphs that were basically mandatory are now baked into the base spell. But even if they aren´t, your dps, healing and boss encounters are being balanced around you NOT having them. If your dps was good in DS, do not think that because you lost a prime glyph that increased your main attack by 5% that suddenly you will be 5% behind every other class in MoP..

Yup, they get to caught up in the "OMG Blizz wai you change everything" notion and forget nothing really has changed. And it not only applies to glyphs but all the talents we "lost". Those talents that gave 3% more crit, or made spirit = hit weren't really game breaking and are just being baked into the class itself.

Comment by jamesjiao

on 2012-06-13T21:40:46-05:00

That's a lot of glyph changes for hunters!

Comment by FurySpec

on 2012-06-14T15:12:47-05:00

No glyphs that give damage... even the Major ones.

There are a few that do straight-up damage increases, like Cone of Cold, and other glyphs boost damage in other ways. Besides, that's the point of this change. Most Prime Glyphs boost the damage of a particular spell, and because of this, the number crunchers soon calculate the One Right Answer. Right now, for my frost mage, Glyph of Frostbolt is mandatory; I could choose something else, but it's demonstrably superior to the other options, and raid leaders expect you to have it, so it's not really a choice. Talents and Glyphs are being retuned to make our choices actually matter, and to allow real customization. Do I want faster spellcasts (Frostfire, Frost Nova), self heals (Spellsteal, Evocation), or damage-boosting cooldowns (Remove Curse, Icy Veins)? Any of these could be useful in the right circumstances.

Comment by FurySpec

on 2012-06-14T15:46:35-05:00

So. instead of grinding rep, we'll be grinding gold to pay scribes. I for one welcome our new Scribe overlords.

Tailors sell Spellthread, Jewelers sell gems, Blacksmiths sell belt buckles, so why not? Unless you're on a low-pop server, there should be enough competition to keep prices reasonable, and even if they are pricey, you can earn that gold through dailies, dungeon diving, farming, or whatever you enjoy.

Comment by FurySpec

on 2012-06-14T15:51:58-05:00

What usually happens is that if an old item and a new item have the same Item ID, it'll automatically change to the new glyph. All the game knows is that you have 3 of item #40900. Right now that's a Glyph of Mangle, but when Mists goes live, it'll be a Glyph of the Stag. That's what happened in Wrath when flasks had their duration reduced from two hours to one; each two-hour flask became an item whose "Use:" was to create two of the new 1-hour flasks. If an old glyph is being removed entirely, it'll change to a Faded Glyph, and is just vendor junk.

The same is expected for spells; if you can inscribe Mangle now, you should know Stag on launch day, because they share the same Spell ID number. Tailors, Leatherworkers, and Blacksmiths who knew how to make Bloodthirsty PvP gear suddenly knew how to make Vicious gear the day that 4.3 dropped, because Blizz reused the Spell ID. Many of the new recipes, including fun stuff like Crittermorph and Orca, are discovered through Research, so if you haven't learned everything yet, you'll probably want to start using those cooldowns.

Comment by Twerc

on 2012-06-14T20:20:56-05:00

Thanks for this Preview. After reading this Information i chosed my crafting profession for my Monk: Leatherworking and Inscription. Both profession are easy to "prefarm" and they both will be ridicules good. Right now i have all my Leather for 1-500, now starting to farm/shopping some Herbs (with the option to trade Cataclysm Mills against lowlevel mills)

I think this two profession are perfect for you if you like to make money and have some "usefull" professions for you Class like me (I don't like the Idea of having Blacksmith for my Mage only for the Gem Bonus - and not wearing plate ..)

Comment by Hadarace

on 2012-06-14T21:35:46-05:00

You may be the only one who didn't realize that you can still make money because the cata version is still in the game...

Comment by frostde

on 2012-08-02T09:03:59-05:00

i do like most of what is changing .... but..... i realy would have liked to have seen an upurade to druids tree formit started as treent then the new form in cata that looks like the middle aged trees why not put in a protector form this time . or mabye put it on a weapon like the fire kitty form just think it would look good is all.

and also who else thinks SW will be full of sheep and monkeys for the rest of WoWs life time lol

Comment by WoWman95

on 2012-08-03T18:47:31-05:00

Still no item for Strength users for Inscription.

My Warrior scribe is going to be slightly more useless than she is now. :(

If the glyph is a droppable technique (OR only available from a specific vendor) it will be listed with the source in the notes ... primarily for 5.4 but there are a couple of earlier vendor techniques in Outlands and Northrend

(reminder: you now can learn Northrend glyphs from Scrolls of Wisdom ... and you no longer need Book of Glyph Mastery unless you want to pay to speed up your learning process ... also some glyphs that WoWHead lists as coming from Glyph Mastery are now learned via Minor Inscription Research).

The sheet is open for all to read. Anyone can leave a comment on the second page. If you want to copy the sheets to your own version (ie, in a new document that YOU own, don't try and use the master document as I delete randomly added sheets every once in awhile) to track your glyph learning progress, feel free.

If useful please uprate here or feel free to leave a comment in the file. Likewise if you find a bug in the sheet please post on the "Public Comments" sheet. I check it once in awhile and update as needed.

Comment by clavel776

on 2013-11-27T19:07:28-06:00

HelloCan anyone please explain me something, and If is a stupid question, sorry. I have 600 Inscription, but I notice I don't have the Secret Inscription, "secret crane wing inscription" etc. I have to do something special, research or what? Any idea why I don't have it, I really appreciate.

Thank You

Comment by sibbah

on 2013-12-17T20:08:57-06:00

If I'm reading this correctly the shoulder enchant is BOP?what good does that do if the only people who can use the shoulder enchant are the incripters that create then?